Hamon Warrior (5e Class)

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Hamon Warrior[edit]

Feel the Beat of Your Hamon![edit]

The Ripple (波紋 Hamon), is an energy used in the ancient form of martial arts, Sendō (仙道, lit. "Way of The Hermit/Wizard").

Through self-controlled respiration, a trained person can produce an energy manifesting as ripples throughout the body and identical to the energy of the Sun, in polar opposition to the energy exerted by Vampires, Zombies and the Pillar Men.

Creating a Hamon Warrior[edit]

Ripple_Manga.jpg
The demonstration of hamon in water, Source [[1]].

Why and how did you seek the means of harnessing the power of the sun? Was there someone in life you wanted to heal? Was there a particular vampire who haunts your memory to this day, and as such you seek a way to destroy the Stone Masks? Maybe a mysterious stranger trained you for a destiny you did not yet know. Did you train for years on a Tibetan mountain range, or were you forced to learn it at a breakneck pace with a race against time at your back?

Quick Build

You can make a Hamon Warrior quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity.

Class Features

As a Hamon Warrior you gain the following class features.

Hit Points

Hit Dice: 1d8 per Hamon Warrior level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hamon Warrior level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools: one of your choice
Saving Throws: Dexterity and Intelligence
Skills: Choose 3: Nature, Perception, Athletics, Acrobatics, Investigation, Insight, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two bolas or (b) One simple or martial melee weapon of your choice
  • (a) Extravagant Clothes or (b) Plain Clothes
  • (a) Dungeoneer’s Pack or (b) Explorer’s Pack

Table: The Hamon Warrior

Level Proficiency
Bonus
Features Hamon Techniques
1st +2 Hamon 1 2
2nd +2 Martial Arts 1 2
3rd +2 Unarmored Defense 1 2
4th +2 Ability Score Improvement 2 2
5th +3 2 3
6th +3 2 3
7th +3 Calm Mind, Strong Body 3 3
8th +3 Ability Score Improvement 3 3
9th +4 3 4
10th +4 4 4
11th +4 Imbued Body 4 4
12th +4 Ability Score Improvement 4 4
13th +5 5 4
14th +5 Exchange Blows 5 4
15th +5 5 5
16th +5 Ability Score Improvement 6 5
17th +6 Perfect Master 6 5
18th +6 7 5
19th +6 Ability Score Improvement 7 5
20th +6 8 6

Hamon[edit]

At 1st level, you learn a form of breathing that maximizes the oxygenation and flow of blood. You have a number of Hamon points equal to the amount listed in the Hamon column of the Hamon Warrior table. All Hamon points are regained at the end of a long rest. You may spend an action to focus your breathing, regaining 1 Hamon point. You must be able to breath to do so. You also know a number of Techniques, all found at the end of this class, as listed in the Techniques column. You may change one Technique you know at the end of a long rest.

  • Your Technique save DC = 8 + your Constitution modifier + your Proficiency bonus
  • Your Technique spell attack bonus = your Constitution modifier + your Proficiency bonus

Martial Arts[edit]

At 2nd level, your training has gone beyond teaching Hamon, bolstering your physical strength as well. Your unarmed strikes deal 1d4 bludgeoning damage, and you may use Dexterity instead of Strength on attack and damage rolls.

Unarmored Defense[edit]

At 3rd level, your body has been greatly strengthened. Your unarmored AC is equal to 10 + your Dexterity modifier + your Proficiency bonus.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Calm Mind, Strong Body[edit]

At 7th level, your AC when not wearing armor is equal to 12 + your Dexterity modifier + your proficiency bonus. Furthermore, when you are forced to make a Dexterity saving throw that causes you to take half damage if you succeed, you instead take no damage if you succeed and half damage if you fail. You also become immune to paralysis and cannot be forced prone by any means unless you choose to do so as an action.

Imbued Body[edit]

At 11th level, you have mastered the art of breathing evenly no matter the situation, increasing the amount of life force within you, effectively slowing down your aging. Your maximum age is doubled, you cannot become exhausted from using dash or from environmental hazards, when you complete a short rest, you recover double the normal amount of hit points and remove 1 level of exhaustion, and you can now use your bonus action to dash or disengage.

Exchange Blows[edit]

At at 14th level, when you are damaged by a hostile creature, you gain 1 stack of Exchange Blows. For each stack, you can make 1 additional attack when you take the Attack action. You can only have up to your proficiency bonus amount of stacks. You can use your bonus action to roll a DC 11 Constitution saving throw, gaining an extra stack of Exchange Blows on a success, as long as you have at least 1. Using extra attacks during your turn does not consume the stacks. You may spend 1 stack to attack a creature during their turn if they are within range without using a reaction. All stacks are removed once you can no longer fighting any hostile creatures.

Perfect Master[edit]

At 17th level, your Hamon can not be stopped. You are immune to being blinded, stunned, or poisoned. You no longer take extra damage from critical hits and hostile creatures cannot gain advantage on you if you are restrained. When you use your action to regain Hamon points, you instead regain 1d4 points.

Techniques[edit]

Techniques are used as actions unless otherwise indicated, and consume a number of Hamon points indicated by parenthesis. All techniques deal twice as much damage to Undead creatures. All techniques without a listed range should be assumed to be touch.

Hamon Jump (1)

You channel Hamon into your legs. Your jump distances are doubled until the end of your turn.

Metal Silver Overdrive (1)

As a reaction to being attacked by a melee attack that does not have advantage, make a melee spell attack. This attack deals 1d6 + your Strength or Dexterity modifier radiant damage on a hit. You may spend an additional Hamon point to negate the attack you reacted to's damage if your attack roll surpassed it.

Overdrive (1)

You channel a basic amount of Hamon into your attack as a bonus action. Your unarmed strikes deal radiant damage.

Hamon Detector (1)

You channel Hamon through a receptive medium, such as a scarf or stone that has been specifically crafted to react to Hamon, or a standard glass of wine. You become aware of the location of any creatures within 30 feet of you.

Sendo Hamon Overdrive (1)

You channel Hamon through a surface, into the target. Make a melee spell attack. This attack ignores cover and deals 1d8 + your Strength or Dexterity modifier radiant damage on a hit.

Scarlet Overdrive (1)

You strike with Hamon that burns like fire. Make a melee spell attack. This attack ignores cover and deals 1d6 + your Strength or Dexterity modifier fire damage on a hit, and the target must succeed a Constitution saving throw or take 2d4 fire damage at the end of their turn for 1 minute. They may retry this saving throw at the end of each of their turns. This can also be used to instantly remove the Restrained condition. You spend 1 additional Hamon point to use this as a bonus action or reaction.

Turquise Blue Overdrive (1)

You strike through a body of water large enough to hold your arm extended at a 90 degree angle. Make a melee spell attack with an additional 15 feet of reach. This attack deals 1d8 + your Strength or Dexterity modifier radiant damage on a hit.

Zoom Punch (1)

As a bonus action, you channel Hamon into your joints, tearing them apart before healing them. Your unarmed strike reach is increased by 10 feet.

Clacker Volley (2)

As part of an attack, you channel Hamon into a weapon. It deals 1 additional die of damage, deals radiant damage, and returns to your possession at the beginning of your next turn if it was thrown, making another attack against any creature standing in the same spot as the original target. The first time this second attack is used against a specific creature, it has advantage, but every additional use has disadvantage.

Hamon Cutter (2)

As an attack, you spit a glob of liquid from your mouth, shaping it into circular blades with Hamon. Make a ranged spell attack with a range of 30 feet. On a hit, the target takes 1d6 + your Dexterity modifier radiant damage.

Hamon Healing (2)

You channel Hamon into a creature's body, naturally stimulating their cells. They regain 1d8 + their Constitution modifier hit points.

Hamon Overdrive Beat (2)

One creature that is restrained must attempt a Constitution saving throw. On a failure, they take 2d6 + your Constitution modifier radiant damage. On a success, they take half as much.

Life Magnetism Overdrive (2)

As a bonus action or reaction, you magnetize any organic matter around you into a sheet. You gain 2/3 cover, and you do not take falling damage until the end of your next turn.

Rebuff Overdrive (2)

As part of your attack when you have advantage on an attack roll, you channel Hamon into your elbows. The attack deal twice as much damage, which all counts as radiant.

Ripple Hypnosis (2)

You channel Hamon through a creature's mind. An unwilling creature with knowledge of this happening must succeed a Charisma saving throw to avoid this technique's effects. This technique can either remove the blinded, charmed, deafened, or frightened condition, give a creature one of said conditions for 1 minute, or force one creature of CR 1/2 or level 2 or lower to instantly fall unconscious for 1 minute. A creature that gained a condition may retry this saving throw at the end of each of their turns, ending the effect early on a success.

Sticking and Repelling Hamon (2)

You finely channel Hamon through your extremities. Until the end of your next turn, you can walk across liquid, vertical, and difficult terrain as if they were standard terrain.

Tornado Overdrive (2)

You leap forward, drilling your extended body into the target. Move 20 feet regardless of your movement speed (this movement incurs attacks of opportunity) and make a melee spell attack. On a hit, they take 1d6 + your Strength or Dexterity modifier radiant damage.

Hamon Barrier (3)

You create a barrier out of Hamon-infused material. This material can be any formidable liquid such as soap or wine, or creature hair. Obtaining enough hair can be done during a successful unarmed strike. You create a 15 foot line in front of you that counts as full cover despite being transparent that lasts as long as you do not move or use any actions, bonus actions, or reactions.

Hamon Cutter Gliding (3)

You spit a glob of liquid from your mouth, shaping it into circular blades with Hamon. Make a ranged spell attack with advantage with a range of 30 feet. On a hit, the target takes 1d12 + your Dexterity modifier radiant damage. To use this technique, you must have Hamon Cutter.

Indigo Blue Overdrive (3)

You channel a massive amount of Hamon fist before striking the ground. All creatures in a 15 foot radius must attempt a Dexterity saving throw. On a failure, they take 2d8 + your Constitution modifier radiant damage. On a success, they take half as much damage.

Sunlight Yellow Overdrive (3)

As a bonus action, you channel a massive amount of Hamon into your arms. You may make 2 additional unarmed strikes when you take the attack action, but all your attacks must be against the same target.

Thunder Split Attack (3)

You combine the effects of afterimages and Hamon jumps. This must be used at the beginning of your turn. Until you cancel it as an action, which is the only use your action has while this is active, you move 15 feet in a straight toward one creature of your choice, ignoring difficult terrain. Attacks against you have disadvantage, and you have advantage on Dexterity and Constitution saving throws. When you are within 5 feet of the target, they must succeed an Intelligence saving throw. On a failure, they are restrained. On your next turn if you did not take damage since your previous turn, you may make a melee spell attack, dealing 2d8 + your Dexterity modifier radiant damage on a hit. On a miss, this still deals half as much damage.

Hamon Cutter Lenses (4)

You arrange an array stationary bubble cutters that refract light across a wide area. All Undead creatures in a 60 foot radius around you must attempt a Constitution saving throw, taking 2d6 + your Constitution modifier on a failure or half as much on a success. To use this, you must have Hamon Cutter Gliding.

Thunder Cross Split Attack (5)

You initiate a perfected form of the Thunder Split Attack. This must be used at the beginning of your turn. Until you cancel it as an action, which is the only use your action has while this is active, you move 30 feet in a straight toward one creature of your choice, ignoring difficult terrain. Attacks against you have disadvantage, and you have advantage on Dexterity and Constitution saving throws. When you are within 5 feet of the target, they must succeed an Intelligence saving throw. On a failure, they are restrained. On your next turn if you did not take damage since your previous turn, you may make a melee spell attack, dealing 3d8 + your Dexterity modifier radiant damage on a hit. On a miss, this still deals half as much damage. To use this, you must have Thunder Split Attack.

Sunset Orange Overdrive (6)

You fire a beam of Hamon. Make a ranged spell attack with a 60 ft. line range. On a hit, creatures take 8d6 + your proficiency bonus radiant damage that cannot be reduced.

Deep Pass Overdrive

With your dying breath, you pass your Hamon onto another creature you can touch. Their maximum Hamon points increases by your maximum, they gain 1 Technique that you know, and they gain advantage on Strength, Dexterity, and Constitution saving throws for 1 minute. This can be used in place of making a death saving throw, and after using this, you die instantly.

Forced Hamon Breathing

You attempt to force a creature to understand the basics of Hamon by manually manipulating their diaphragm with a strike to the chest. As part of an unarmed strike against a creature with a Hamon point maximum of 0, you must attempt a DC 25 Wisdom saving throw. On a success, they gain a Hamon point maximum of 1 and one technique of the DM's choice. If they later gain levels in the Hamon Warrior class, their Hamon point maximum remains at 1 and their Technique limit remains at 2 until 4th and 5th level respectively.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hamon Warrior class, you must meet these prerequisites: 13 Constitution and 13 Dexterity.

Proficiencies. When you multiclass into the Hamon Warrior class, you gain the following proficiencies: Light Armor, one skill from this class.

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